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Tuesday, December 20, 2016

Amaru D&D 5E Fantasy Campaign Setting Part 2: First 3 Races/Species

Here are the first three races/species that I have statted out.  Others will be forthcoming in the weeks ahead.  It is fun to mess with the points system, and I'm going to stick to 6 points for all of them.  Here are the Ant-folk (Yimkals), Bat-folk (Nildacks), and the Fish-folk (Vor'nalu).


Ant-folk / Yimkal (plural Yimkals)

Language/names - Fantasy (K, J, Y, etc.)
http://www.rinkworks.com/namegen/
  
Ant-folk / Yimkal Traits (6 points total)
  • Dexterity +2 (2pts)
  • Intelligence +1 (1pt)
  • 40 Feet Movement
  • Proficiency with the stealth skill (0.5pts)
  • Sleepless Trance (0.5pts) 
  • Secondary Arms (0.5pts) 
  • Telepathic Communication (Not Mind-reading) 60 Feet (0.5pts) 

Secondary Arms - They have a secondary set of weaker arms located along their torso beneath their
regular ones. These arms can be used to hold additional light items or equipment but may not
attack. You may perform an additional object interaction on your turn if either hand is empty.

Sleepless Trance - They don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that another race does from 8 hours of sleep.

Telepathic Communication 60' - You can telepathically communicate to any creature up to 60' away from you, but they can only communicate back in this way if they also have this ability.  


 

Bat-folk / Nildack (plural Nildacks)

Language/names - Consonant Heavy Names
http://www.rinkworks.com/namegen/ 

Bat-folk / Nildack Traits (6 points total)  
  • Dexterity +2 (2pts)
  • Wisdom +2 (2pts)
  • Small (-1pt) 
  • Superior Hearing (1pt) 
  • Darkvision 120 Feet with Light Sensitivity (0.5pt) 
  • Proficiency in the Stealth skill (0.5pt) 
  • Naturally Stealthy (1pt) 

Darkvision 120' with Light Sensitivity - You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Naturally Stealthy - You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Small - Disadvantage with heavy weapons, 25' movement.

Superior Hearing - You are proficient in Perception, and you have advantage on perception checks involving hearing. 




Fish-folk / Vor'nalu (plural Vor'nalu)

Language/names - Names With Apostrophes
http://www.rinkworks.com/namegen/   


Fish-folk / Vor'nalu Traits (6 points total)
  • Intelligence +1, Dexterity +1 (2pts)
  • Cunning (2pts)
  • Darkvision 60' (0.5pts)
  • Two Extra Languages (1pt)
  • Natural Armor +1 (0.5pt)  



Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Darkvision - You have superior vision in dark and dim conditions.  You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.  You can't discern color in darkness, only shades of gray. 

Natural Armor - You have a natural armor bonus of +1.  When unarmored, your AC is equal to 10 + your natural armor bonus + your Dexterity modifier.

1 comment:

  1. The font and size is all messed up. I'll try to fix it tomorrow... ugh.

    ReplyDelete